Presented by Scott Rigby at PAX Dev in Seattle, WA (2011) This session presented a validated model and specific strategies for designing mechanics, content, and features that are optimally designed to maximize the lifetime value and enthusiasm of players by sustaining their interest and engagement

By Andrew Przybylski, C. Scott Rigby, & Richard Ryan Published in Review of General Psychology, 14, 154-166. doi: 10.1037/a0019440 ABSTRACT: More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise inpopularity of video games highlights the need for

By Daniel Johnson & John Gardner Proceeding from the 22nd OZCHI conference for the Computer-Human Interaction Special Interest Group (CHISIG) of the Human Factors and Ergonomics Society of Australia (2010) ABSTRACT: This study explored relationships between personality, video game preference and gaming experiences. Two hundred

Presented by Scott Rigby at the Game Developers Conference in Austin, TX Rewards are a cornerstone of design and a critical element of a game’s ability to sustain relationships with players. This presentation covers in-depth motivational research on reward mechanisms in games, specifically highlighting the

By Andrew Przybylski, Richard Ryan, & C. Scott Rigby Published in Personality and Social Psychology Bulletin, 35, 243-259 ABSTRACT: Six studies, two survey based and four experimental, explored the relations between violent content and people’s motivation and enjoyment of video game play. Based on self-determination

Presented by Scott Rigby at the LOGIN Conference in Seattle, WA (May 11-14, 2009) Video games often involve violent themes and content. Even though this puts such games “in the crosshairs” of parents, teachers, and policy makers, developers keep turning them out because players love

By Andrew Przybylski, Netta Weinstein, Richard Ryan, & C. Scott Rigby Published in CyberPsychology & Behavior, 12, 485-492 ABSTRACT: The present research examined the background and consequences of different styles of engagement in video game play. Based on self-determination theory and the dualistic model of

Presented by Scott Rigby at the Game Developers Conference in San Francisco (March 2009) Based upon multiple studies with over 15,000 gamers, this presentation defines and reviews three specific motivational needs that are directly related to sustained engagement and value. The Player Experience of Need